precision mediump float;       // Set the default precision to medium. We don't need as high of a 
							   // precision in the fragment shader.				
varying vec4 v_Color;          // This is the color from the vertex shader interpolated across the 
		  					   // triangle per fragment.			  
void main()                    // The entry point for our fragment shader.
{
    gl_FragColor = v_Color;    // Pass the color directly through the pipeline.		  
}	